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It's due to how the tint shader works, which is what allows all objects that are *not* marked ignore_tint to appear darker inside the abyssal tanks.
The way to think of it is each bit of geometry has a flag: either ignore_tint = true or false. When it's true, it ignores the tint effect and just uses the pixel colour in the texture. When it's false, the tint shader inside the abyssal tank darkens the texture.
The problem is when using alpha. The flag of the geometry that is closest to the camera takes precedence, so if the closest geometry does not ignore_tint, it overrides the geometry behind it. And visa versa.
There is no solution, only a workaround: use ignore_tint and alpha as little as possible, thus reducing the chance of any overlap. In the official content I really wanted to use ignore_tint to make the bioluminescent animals look interesting. To balance this I used alpha only a tiny amount (sea whip, peacock squid and barreleye only).